Kapitein Werkgeluk The aim of the project is to firmly embed Job Satisfaction in secondary education. Keeping teachers happy on board is the guiding principle. Because without Job Satisfaction, no one sails smoothly. ELNA Experiential Learning in and with Nature: Towards Sustainable Implementation in Diverse Contexts Tope Sterk 4 The Tope Sterk projects aim to increase opportunities for young people in vulnerable situations through student tutoring.Students from higher education act as guides to support pupils in primary or secondary education in their learning process. QUINDO4 Quindo is a hub where young people in Kortrijk are provided with the tools to learn and refine cross-media skills. It's a place where, under guidance, they can produce and present content on an online platform, with streaming radio at its core. GalvanEyez Infra Creating digital content (marketing campaigns, websites, apps and VR/AR applications) requires a thorough understanding of end-user experiences and responses. Traditional methods such as surveys provide valuable insights, but often miss the unconscious responses. Gen Z Lab Gen Z (individuals born between 1995 and 2009) is the future – as citizens, consumers, and employees. However, Gen Z keeps their cards close to the chest. Filter Expertisedomein Mens & Samenleving (5) Onderwijs (3) (-) Gezondheid & Zorg (3) Sport, Toerisme & Recreatie (3) (-) Media & Communicatie (3) Tech & IT (2) Productontwerp, Digital Design & Arts (2) Architectuur, Energie & Bouw (1) Business & Ondernemen (1) Kernwoorden social creativity (1) ar/vr/xr (1) Thema's preventieve gezondheid (9) digital health (9) onderwijs en vorming (5) digitale tools (5) gezonde omgeving (5) quality of life (5) welzijn in het onderwijs (4) palliatieve zorg (3) (-) sociale interventies met impact (3) digital skills & mediawijsheid (3) (-) marketing & communicatie (3) educatieve technologie (2) stem/steam (2) sport & coaching (2) digitaal ondernemen en logistiek (2) big data and analytics (2) digital storytelling and influencing (2) game ontwikkeling en technologie (1) circulaire economie (1) cyber security (1) didactische innovatie (1) vital cities (1) gezondheidsbevordering (1) slaaphygiëne (1) innovatieve leeromgevingen (1) healthy aging (1) ondernemerschap (1) Zoeken op tekst